Sequencer Events Break Array Casting

I have a Pawn blueprint that moves the player to different blueprint instances in the level. I have blueprint instances in the level casting their location and rotation to the Pawn Blueprint. The goal was to use sequencer to trigger moving from point to point. Unfortunately, as soon as I hook up the custom sequencer event to drive my Pawn, all of my arrays come in with an index of 0 (where it was giving an index of 5 before). I’ve tested all of my code and know for a fact that this is what breaks it. If I change it to Event BeginPlay, it shows an index of 5 again.